| | 1 | | using UnityEngine; |
| | 2 | |
|
| | 3 | | namespace DCL |
| | 4 | | { |
| | 5 | | public abstract class Asset_WithPoolableContainer : Asset |
| | 6 | | { |
| | 7 | | public abstract GameObject container { get; set; } |
| | 8 | | } |
| | 9 | |
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| | 10 | | /// <summary> |
| | 11 | | /// Any Asset is the resource wrapper. It has all the specific logic related to handling the asset visually |
| | 12 | | /// and cloning/cleaning it up. |
| | 13 | | /// |
| | 14 | | /// Here we shouldn't have any loading related code. |
| | 15 | | /// </summary> |
| | 16 | | public abstract class Asset : System.ICloneable |
| | 17 | | { |
| 0 | 18 | | public object id { get; set; } |
| | 19 | |
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| 61 | 20 | | public virtual object Clone() { return this.MemberwiseClone(); } |
| | 21 | |
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| | 22 | | public abstract void Cleanup(); |
| | 23 | | } |
| | 24 | | } |